Unity實現音訊播放管理器
阿新 • • 發佈:2020-09-17
本文例項為大家分享了Unity實現音訊播放管理器的具體程式碼,供大家參考,具體內容如下
1、模組化,直接用。建立一個空物體,把此指令碼拖上去,然後把需要播放的所有音訊拖到面板上的”AudioList“中;
2、通過AudioManagerP._instance直接呼叫方法,包含:
- 暫停;
- 繼續播放;
- 停止播放;
- 播放背景音樂(0號播放器專用於播放背景音);
- 直接播放聲音(帶引數1、播放器序號 2、音訊的名字 3、聲音大小 4、 是否迴圈);
- 直接播放呻吟(帶引數1、播放器序號 2、音訊的名字);
- 聲音淡入(帶引數1、播放器序號 2、音訊的名字 3、 是否迴圈);
- 聲音淡出(帶引數 播放器序號 )。
優點:同時可以播放很多個聲音源,可以精確控制每個播放源的狀態
缺點:不知道。
原始碼
using System.Collections; using System.Collections.Generic; using UnityEngine; public class AudioManagerP : MonoBehaviour { public static AudioManagerP _instance;//單例 private bool isOut; private bool isIn; void Awake() { _instance = this; DontDestroyOnLoad(this); } //audioClipl列表 public List<AudioClip> audioList; //初始聲音預設數量 private int initAudioPrefabcount = 7; //記錄靜音前的音量大小 [HideInInspector] public float tempVolume = 0; //是否靜音 private bool isMute = false; public bool IsMute { set { isMute = value; if (isMute) { tempVolume = AudioListener.volume; AudioListener.volume = 0; } else { AudioListener.volume = tempVolume; } } private get { return isMute; } } //聲音大小系數 private float volumeScale = 1; public float VolumeScale { set { volumeScale = Mathf.Clamp01(value); if (!IsMute) { AudioListener.volume = value; } } private get { return volumeScale; } } //audio字典 private Dictionary<string,AudioClip> audioDic = new Dictionary<string,AudioClip>(); //背景音樂 private AudioSource bgAudioSource; //聲音物件池 private AudioObjectPool audioObjectPool; private void Start() { GameObject audioPrefab = new GameObject("AudioObjectPool"); audioPrefab.AddComponent<AudioSource>(); audioPrefab.GetComponent<AudioSource>().playOnAwake = false; audioObjectPool = new AudioObjectPool(audioPrefab,initAudioPrefabcount); audioPrefab.hideFlags = HideFlags.HideInHierarchy; audioPrefab.transform.SetParent(this.transform); foreach (AudioClip ac in audioList) { audioDic.Add(ac.name,ac); } bgAudioSource = this.transform.GetChild(0).GetComponent<AudioSource>(); } private void Update() { //測試程式碼 if (Input.GetMouseButtonDown(0)) { //StartCoroutine(AudioFadeIn(0,"沈木-Sold Out(熱播版)",true)); //音樂漸入 //PlayAudio(0,"沈木-Sold Out(熱播版)"); //直接播放 } if (Input.GetMouseButtonDown(1)) { //StartCoroutine(AudioFadedOut(0)); //音樂淡出 } } /// <summary> /// 音訊播放 /// </summary> /// <param name="index">播放器序號(用第幾個AudioSource播放)</param> public void PauseAudio(int index) { AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>(); audioSource.Pause(); } /// <summary> /// 繼續播放 /// </summary> /// <param name="index">播放器序號</param> public void ResumeAudio(int index) { AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>(); audioSource.UnPause(); } /// <summary> /// 停止播放聲音 /// </summary> /// <param name="index">播放器序號</param> public void StopAudio(int index) { AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>(); audioSource.Stop(); } /// <summary> /// 播放背景音樂,這裡直接固定0號播放器用來播放北京音樂 /// </summary> /// <param name="audioNme"></param> public void PlayBGMAudio(string audioNme) { AudioClip audioClip; if (audioDic.TryGetValue(audioNme,out audioClip)) { bgAudioSource.gameObject.SetActive(true); bgAudioSource.clip = audioClip; this.transform.GetChild(0).gameObject.SetActive(true); bgAudioSource.Play(); bgAudioSource.loop = true; } } /// <summary> /// 直接播放聲音 /// </summary> /// <param name="index">播放器序號</param> /// <param name="audioName">音訊檔名稱</param> /// <param name="volume">音量大小</param> /// <param name="isLoop">是否迴圈</param> public void PlayAudio(int index,string audioName,float volume = 1,bool isLoop = false) { //Debug.Log("------------執行播放聲音----------------"); AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>(); if (IsMute || audioSource == null) { return; } StopAllCoroutines(); AudioClip audioClip; if (audioDic.TryGetValue(audioName,out audioClip)) { //Debug.Log("按鈕點選的clip名字是:"+audioClip.name); audioSource.gameObject.SetActive(true); audioSource.loop = isLoop; audioSource.clip = audioClip; audioSource.volume = volume; if (audioSource.isPlaying) { audioSource.Stop(); } audioSource.Play(); } } /// <summary> /// 過載播放,只有播放器和音訊 /// </summary> /// <param name="index">播放器序號</param> /// <param name="audioName">音訊的名稱</param> public void PlayAudio(int index,string audioName) { //Debug.Log("------------執行播放聲音----------------"); AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>(); if (IsMute || audioSource == null) { return; } StopAllCoroutines(); AudioClip audioClip; if (audioDic.TryGetValue(audioName,out audioClip)) { //Debug.Log("按鈕點選的clip名字是:"+audioClip.name); audioSource.gameObject.SetActive(true); audioSource.clip = audioClip; if (audioSource.isPlaying) { audioSource.Stop(); } audioSource.Play(); } } /// <summary> /// 聲音淡入 /// </summary> /// <param name="index">播放器序號</param> /// <param name="audioName">音訊名稱</param> /// <param name="isLoop">是否迴圈</param> /// <returns></returns> public IEnumerator AudioFadeIn(int index,bool isLoop) { float initVolume = 0; float preTime = 1.0f / 5; //漸變率 AudioClip audioClip; if (audioDic.TryGetValue(audioName,out audioClip)) { AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>(); if (audioSource == null) yield break; audioSource.gameObject.SetActive(true); //聲音播放物件預設為false,播放時把對應的物件設為true audioSource.clip = audioClip; audioSource.volume = 0; audioSource.loop = isLoop; print("zhi 0"); if (audioSource.isPlaying) { audioSource.Stop(); } audioSource.Play(); audioSource.volume = 0; while (true) { initVolume += 1 * Time.deltaTime * preTime; //聲音漸高 audioSource.volume = initVolume; //將漸高變數賦值給播放器音量 if (initVolume >= 1 - 0.02f) //如果很接近配置檔案中的值,那麼將其固定在配置檔案中的值(最大值) { audioSource.volume = 1; break; } yield return 1; } } } /// <summary> /// 聲音淡出 /// </summary> /// <param name="index">淡出的播放器序號</param> /// <returns></returns> public IEnumerator AudioFadedOut(int index) { AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>(); if (audioSource == null || audioSource.volume == 0 || audioSource == null) { yield break; } float initVolume = audioSource.volume; float preTime = 1.0f / 5; while (true) { initVolume += -1 * Time.deltaTime * preTime; audioSource.volume = initVolume; if (initVolume <= 0) { audioSource.volume = 0; audioSource.Stop(); break; } yield return 1; } } /// <summary> /// 初始化音訊 /// </summary> /// <param name="audioSource"></param> private void InitAudioSource(AudioSource audioSource) { if (audioSource == null) { return; } if (audioSource.isPlaying) { audioSource.Stop(); } audioSource.playOnAwake = false; audioSource.loop = false; audioSource.volume = 1; audioSource.clip = null; audioSource.name = "AudioObjectPool"; } private void Destroy() { StopAllCoroutines(); } } #region 聲音物件池 /*聲音物件池,待完善,可能存在同一時間多種聲音源在播放,硬切或者播放完畢再切,無法判定是那種,無法準確釋放AudioObjectPool 這裡只是在開局使用物件池生成了指定個數的播放器,沒有用到獲取和釋放播放器物件*/ public class AudioObjectPool { //要生成的物件池預設 private GameObject prefab; //物件池列表 private List<GameObject> pool; //建構函式 public AudioObjectPool(GameObject prefab,int initialSize) { this.prefab = prefab; this.pool = new List<GameObject>(); for (int i = 0; i < initialSize; i++) { //進行初始化 AllLocateInstance(); } } //獲取例項 public GameObject GetInstance() { if (pool.Count == 0) { //建立例項 } GameObject instance = pool[0]; pool.RemoveAt(0); instance.SetActive(true); return instance; } //釋放實力 public void ReleaseInstance(GameObject instance) { instance.SetActive(false); pool.Add(instance); } //生成本地實力 private GameObject AllLocateInstance() { GameObject instance = (GameObject)GameObject.Instantiate(prefab); instance.transform.SetParent(AudioManagerP._instance.transform); instance.SetActive(false); pool.Add(instance); return instance; } } #endregion
以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支援我們。